Author Topic: Mapping project for my upcoming mod  (Read 8339 times)

Offline decino

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Mapping project for my upcoming mod
« on: June 10, 2010, 02:53:02 PM »
Anyone interested in making maps/overrides for my upcoming mod?


What mod are you working on?
The mod will be similair to Team Fortress 2.
The goal of the mod is to take control of control points. The team that has the most control points when the timelimit hits, wins.


What entities to place/not to place.
Alright, the maps must contain the following:

info_player_deathmatch_red
Invisible spawns for the red team, pretty obvious.

info_player_deathmatch_blue
No description needed I guess, obvious.

info_player_control_point
These are pads which must be taken over by the teams by standing 5 seconds on them. If a blue player stands on a red control point for 5 seconds it will turn blue and vice versa.

The map must not contain:

Weapons, ammo, health, armor (these entities might be removed by the code itself in the future if I figure out how.)


Are there any rules?
Best would be to place a few (like 4) team spawns on 1 spot of the map and another 4 far away from the other team spawns, something like this:



The amount of control points must be uneven to prevent tie games. (5, 7, 9, etc) Don't place too many in the map and preferable a bit away from the team spawns and perhaps hidden. A good amount of control points would be min. 5 and max. 11 (depending on the map size).

Big maps (size of q2dm8) would work quite good.
Accepted maps will have their autors/overriders (lol?) name on the credits menu and perhaps something else.


How many maps do you need?

For a bit of maplist variation I'd like to have around 3-4 maps for a good start. If the mod turns out successfull I'll need more.


Conclusion.

My English is a piece of shit, things might be confusing, so if you have any questions, feel free to post them or e-mail me.
Thanks in advance!

:ilysign:

« Last Edit: June 10, 2010, 03:08:15 PM by decino »
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Offline Whirlingdervish

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Re: Mapping project for my upcoming mod
« Reply #1 on: June 10, 2010, 03:01:50 PM »
seems like a pretty cool mod idea. it sounds similar to ctf, but like it has elements of ET:QW's forward spawn capturing mechanic where you can change the battle by claiming certain areas or stealing them back.

hope it works out.
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Offline WizardExt

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Re: Mapping project for my upcoming mod
« Reply #2 on: June 10, 2010, 05:19:57 PM »
I might be interested in the near future. But I would like to know more. Exactly how does it work?

One thing I love about Quake 2 is how simple and fast it is. So if the MOD has a lot of features making it both slower and more strategic I might be less interested. I am not interested in porting any existing map and at the same time I think new maps will do much better for the MOD as they will be designed to fully take advantage of the new rules/features.

No matter what, will be interesting to follow. I suggest a lot of iterations and releases to get feedback and avoid mistakes early on.

Offline peewee_RotA

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Re: Mapping project for my upcoming mod
« Reply #3 on: June 10, 2010, 05:20:52 PM »
Weapons, ammo, health, armor (these entities might be removed by the code itself in the future if I figure out how.)

Anything that you want to prevent from spawning, you can simply comment out their entry in g_items.c in which it fills the giant array of item records.

That solution will cause some messages in the console about not being able to find the spawn function for each item. I believe that if you also remove the appropriate sp_*itemnamehere* functions in g_spawn.c, then it should stop those messages as well.



I'll see if I can find the .map files for my marinectf mod. They are already set up with no weapons, only a few item&armor pickups, and only red/blue deathmatch spawns. Actually I should send you the source code for that. I'll get around to it eventually.... I hope  :shifteyes:
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Offline decino

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Re: Mapping project for my upcoming mod
« Reply #4 on: June 10, 2010, 06:45:02 PM »
Here's a bit more information about the mod, this info can also be found here: http://tastyspleen.net/quake/forums/index.php?topic=12428.30

Classes:

Scout:
-Health: 125
-Weapons: Scattergun, pistol, steel pipe.
-Special: doesn't make sound when walking/jumping. Can make a second jump in mid air and doesn't take falling damage.

Soldier:
-Health: 200
-Weapons: Rocket launcher, shotgun, fists.
-Special: can rocket jump without taking damage. Rocket jumps are 2x higher than baseq2 rocket jumps.

Heavy:
-Health: 300
-Weapons: Minigun, shotgun, fists.
-Special: slow movement if wearing the minigun, but does insane damage.

Controller:
-Health: 125
-Weapons: Shotgun, pistol, fists.
-Special: can create gunners which shoot bullets and rockets, brains which will eat enemies if they're close and ammo depots which regenerate ammo/health/metal.

Medic:
-Health: 150
-Weapons: Healer, needle launcher, fists.
-Special: can heal allies to 150% health with the healer. Can also uncloak cloaked spies.

Sniper:
-Health: 125
-Weapons: Sniper rifle, machinegun, fists.
-Special: the longer you zoom in with the sniper, the more damage it will deal.

Spy:
-Health: 125
-Weapons: Knife, revolver, life sapper.
-Special: Can turn invisible (cloak) and disguise as the enemy team color. Life sappers will take down controller creations quickly.

---

Gameplay:

There are two teams, blue and red. The objective is to take over control points. These are placed by the mapper.
To take over a control point you must stand 5 seconds on top of it. The control point will turn into your team's color. The control points can be stolen by the enemy team if they stand on it for 5 seconds.

The team that has the most control points when the timelimit hits, wins.
« Last Edit: June 10, 2010, 06:47:29 PM by decino »
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Offline VaeVictis

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Re: Mapping project for my upcoming mod
« Reply #5 on: June 11, 2010, 02:39:20 AM »
should take a look at ut2004 onslaught mode :P the control node thing kinda reminds me of that... might help you get inspiration to make the mod even better :)
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Offline CodeBlack

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Re: Mapping project for my upcoming mod
« Reply #6 on: June 11, 2010, 03:20:02 AM »
Seems like alot of fun, when can i test the beta?
And LMAO @ Needlelauncher  :D
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Offline [BTF] Reflex

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Re: Mapping project for my upcoming mod
« Reply #7 on: June 11, 2010, 06:16:41 AM »
one room map,  and call it musical chairs.  :)


Looks like a fun mod.
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Offline decino

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Re: Mapping project for my upcoming mod
« Reply #8 on: June 11, 2010, 01:15:39 PM »


I've converted a ctf map I made a while ago. I think it will work pretty good for this mod.
Two maps left.

:evilgrin:
« Last Edit: June 11, 2010, 01:25:22 PM by decino »
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Offline peewee_RotA

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Re: Mapping project for my upcoming mod
« Reply #9 on: June 11, 2010, 02:17:08 PM »
That looks EXACTLY like a map from Turok Rage Wars. That'd be awesome if it was inspired by it :D


Quite possibly the most effective map to use bear traps and boomerangs/
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Offline decino

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Re: Mapping project for my upcoming mod
« Reply #10 on: June 11, 2010, 02:31:25 PM »
That looks EXACTLY like a map from Turok Rage Wars. That'd be awesome if it was inspired by it :D

O really? I've never played that game. :eyecrazy:
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Offline r1

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Re: Mapping project for my upcoming mod
« Reply #11 on: June 11, 2010, 02:40:05 PM »
This is almost like the old Extinction WOD. The are two teams just like in CTF, and their spawn pads get taken over by the other team and turn their color. To win the game, one team must touch all opponent's pads preventing the opposing team from spawning. This mode is also part of the WODX mod (disabled) along with CTF, but they never really caught on, probably because there was never a dedicated server running them. If you like I could re-enable the Extinction mode and you could give it a try. For simplicity sake there are no classes in wod extinction making it easier to balance forces.


« Last Edit: June 11, 2010, 02:55:18 PM by ruiner »
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Offline X7

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Re: Mapping project for my upcoming mod
« Reply #12 on: June 11, 2010, 03:29:51 PM »
Looks like a CooL MOD

Should add the ctf Flags Red & Blue / Large & small

misc_ctf_banner
misc_ctf_small_banner


Your ffwfcp1.bsp "The Shrine of Heebaladooboo"


I would not use the func_door for the light balls
I would use func_wall


hehe
I use a map override add removed the "targetname" "null" on the func_door's




X7   :afro:
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Offline fdrjk

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Re: Mapping project for my upcoming mod
« Reply #13 on: June 11, 2010, 04:39:28 PM »
Now all we need are Quake 2 versions of TF2 maps. :yessign: :lolup: :bravo:
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Offline peewee_RotA

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Re: Mapping project for my upcoming mod
« Reply #14 on: June 11, 2010, 06:36:10 PM »
Now all we need are Quake 2 versions of TF2 maps. :yessign: :lolup: :bravo:

Is now the time to mention that the original "Team Fortress 2" is an unfinished quake 2 mod? I believe it was started, almost finished, and then abandoned before the half-life version of TF1 was even started.
« Last Edit: June 11, 2010, 06:37:56 PM by peewee_RotA »
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